const float GRAVITY = 9.80665f;
const float RESISTIVE_CONSTANT = 0.001f;
const float ROOT_2 = 1.4142135623730950488016887242097f;
const float PI_BY_4 = 0.78539816339744830961566084581988f;
const float TWO_PI = 6.283185307179586476925286766559f;
    
inline float gravity(float fps) {return GRAVITY / fps;}

inline float resistanceAgainstMotion(float velocity) {return velocity * velocity * RESISTIVE_CONSTANT;}
